Huge Plant, Chaotic Good
Armor Class 20 (natural armor)
Hit Points 200 (12d12 + 60)
Speed 30 ft.
STR
25 (+7)
DEX
8 (-1)
CON
25 (+7)
INT
14 (+2)
WIS
25 (+7)
CHA
16 (+3)
Saving Throws STR +13, CON +13, WIS +13
Damage Vulnerabilities Fire
Damage Resistances Bludgeoning, Piercing
Senses Truesight 120ft, Passive Perception 18
Languages Common, Druidic, Dwarvish, Elvish, Giant, Sylvan
Challenge 18 (20,000 XP)
Proficiency Bonus +6
Traits

False Appearance. While the Ancient treant remains motionless, it is indistinguishable from a normal tree.

Siege Monster. The Ancient Treant deals double damage to objects and structures.

Innate Spellcasting. Ancient Treant innate spellcasting ability is Wisdom (spell save DC 22). He can innately cast the following spells, requiring no material components:

At will: alter self (can become Medium or Small when changing it's appearance), entangle, detect magic, hold monster, invisibility,speak with animals.

3/day: dispel magic

1/day each: heal

Legendary Resistance (3/Day). If Ancient Treant fails a saving throw, he can choose to succeed instead.

Magic Resistance.  The Ancient Treant has advantage on saving throws against spells and other magical effects.

Magic Weapons.  The Ancient Treant weapon attacks are magical.

Actions

Multiattack. The Ancient Treant makes three slam attacks.

Slam. Melee Weapon Attack: +13 to hit, reach 5 ft., one target. Hit: 20 (5d6 + 6) bludgeoning damage.

Rock. Ranged Weapon Attack: +13 to hit, range 60/180 ft., one target. Hit: 36 (6d10 + 6) bludgeoning damage.

Animate Trees (1/Day). The Ancient Treant magically animates one or four trees it can see within 60 feet of it. These trees have the same statistics as a Treant, except they have Intelligence and Charisma scores of 1, they can't speak, and they have only the Slam action option. An animated tree acts as an ally of the Ancient Treant. The tree remains animate for 1 day or until it dies; until the Ancient Treant dies or is more than 120 feet from the tree; or until the Ancient Treant takes a bonus action to turn it back into an inanimate tree. The tree then takes root if possible.

Legendary Actions

Ancient Treant can take 3 legendary actions, choosing from the options below. Only one legendary action option can be used at a time and only at the end of another creature’s turn. Ancient Treant regains spent legendary actions at the start of his turn.

Attack. Ancient Treant attacks once.

Mass entangle (Costs 2 Actions). Ancient Treant sends out roots to entangle in a 60-foot radius. All other creatures in that area must each make a DC 20 Dexterity saving throw, or be grappled. DC 20 escape check.

Misty step. Ancient Treant uses misty step.

Habitat: ForestHillMountain

TornTheScorned

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